/**
 * 自摸触发胡牌
 * @param hupai_uid    胡牌人UID
 * @param card_number  牌号
 * @param hu_is_wp     是否为畏或者提触发的（无用参数）
 */
function draw_play_mopai_22( hupai_uid , card_number , hu_is_wp ){
    delete_all_btn();
    //界面画出胡的按钮
    GAME_NOW_BTN_C++;
    PL_Room_Play.BTN_HU    = cc.Sprite.create( res.Room_HU );
    PL_Room_Play.BTN_HU.x   = PL_Room_Play.realy_size.width / 2;
    PL_Room_Play.BTN_HU.y   = PL_Room_Play.realy_size.height / 2 + 20;
    PL_Room_Play.addChild( PL_Room_Play.BTN_HU );
    var temp_listen = cc.EventListener.create({
        event:cc.EventListener.TOUCH_ONE_BY_ONE,
        swallowTouches:true,
        onTouchBegan:function(touch,event){
            var target = event.getCurrentTarget();
            var locationInNode = target.convertToNodeSpace(touch.getLocation());
            var s      = target.getContentSize();
            var rect   = cc.rect(0, 0, s.width, s.height);
            if (cc.rectContainsPoint(rect, locationInNode)) {
                delete_all_btn();
                PB_WS.send("a:" + hupai_uid + ":" + ROOM_ID + ":" + card_number );//公炮自摸(畏提胡)
            }
        },
    });
    cc.eventManager.addListener( temp_listen ,  PL_Room_Play.BTN_HU );
    //界面画出过的按钮
    GAME_NOW_BTN_C++;
    PL_Room_Play.BTN_CLOSE   = cc.Sprite.create(res.Room_CLOSE);
    PL_Room_Play.BTN_CLOSE.x = PL_Room_Play.realy_size.width / 2 + 140;
    PL_Room_Play.BTN_CLOSE.y = PL_Room_Play.realy_size.height / 2 + 20;
    PL_Room_Play.addChild(PL_Room_Play.BTN_CLOSE);
    var temp_listen = cc.EventListener.create({
        event:cc.EventListener.TOUCH_ONE_BY_ONE,
        swallowTouches:true,
        onTouchBegan:function(touch,event){
            var target = event.getCurrentTarget();
            var locationInNode = target.convertToNodeSpace(touch.getLocation());
            var s      = target.getContentSize();
            var rect   = cc.rect(0, 0, s.width, s.height);
            if (cc.rectContainsPoint(rect, locationInNode)) {

            }
        },
    });
    cc.eventManager.addListener( temp_listen ,  PL_Room_Play.BTN_CLOSE );
}